VCG Library
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
oNvcg
|oNedge
||oCVertexRefThe references to the two vertexes of a edge
||oCMarkComponent: Per edge Incremental Mark
||oCBitFlagsComponent: Per edge Flags
||oCColorComponent: Per edge Color
||oCQualityComponent: Per edge quality
||oCVEAdjComponent: Per vertex Vertex-Edge adjacency relation companion component This component implement one element of the list of edges incident on a vertex. You must use this component only toghether with the corresponding vcg::vertex::VEAdj component in the vertex type
||oCEEAdjComponent: Edge-Edge adjacency relation This component implement store the pointer (and index) of the adjacent edges. If the vertex is 1-manifold (as in a classical polyline) it holds that:
||\CEFAdjComponent: Edge-Face adjacency relation This component implement store the pointer to a face sharing this edge
|oNface
||oCVertexRefThe references to the vertexes of a triangular face
||oCBitFlagsComponent: Per face Flags
||oCMarkPer vertex Incremental Mark
||oCVFAdjComponent: Per Face Vertex-Face adjacency relation
||\CFFAdjComponent: Per Face Face-Face adjacency relation
|oNmath
|oNply
|oNtetra
||\Nio
|oNtri
||oNio
||oCAllocatorClass to safely add and delete elements in a mesh
|||\CPointerUpdaterAccessory class to update pointers after eventual reallocation caused by adding elements
||oCAppendClass to safely duplicate and append (portion of) meshes
||oCUpdateBoundingThis class is used to compute or update the bounding box of a mesh.
||oCUpdateColorGeneration and processing of per-vertex and per-face colors according to various strategy
||oCUpdateComponentEPThis class is used to compute or update the precomputed data used to efficiently compute point-face distances
||oCUpdateCurvatureManagement, updating and computation of per-vertex and per-face normals
||oCUpdateCurvatureFittingComputation of per-vertex directions and values of curvature
||oCUpdateFlagsManagement, updating and computation of per-vertex and per-face flags (like border flags)
||oCUpdateHalfEdgesThis class is used to build edge based data structure from indexed data structure and viceversa
||oCHalfEdgeTopologyClass containing functions to modify the topology of a halfedge based mesh
||oCUpdateNormalManagement, updating and computation of per-vertex, per-face, and per-wedge normals
||oCUpdatePositionThis class is used to update vertex position according to a transformation matrix
||oCUpdateQualityGeneration of per-vertex and per-face qualities
||oCSelectionStackA stack for saving and restoring selection
||oCUpdateSelectionManagement, updating and conditional computation of selections (per-vertex, per-edge, and per-face)
||oCUpdateTextureThis class is used to update/generate texcoord position according to various critera.
||oCUpdateTopologyGeneration of per-vertex and per-face topological information
|||oCPEdgeAuxiliairy data structure for computing face face adjacency information
|||oCPEdgeTexAuxiliairy data structure for computing face face adjacency information
|||\CPVertexEdge
||oCInertiaMethods for computing Polyhedral Mass properties (like inertia tensor, volume, etc)
||oCTrivialSamplerA basic sampler class that show the required interface used by the SurfaceSampling class
||oCSurfaceSamplingMain Class of the Sampling framework
||oCCleanClass of static functions to clean//restore meshs
||oCTriSplitTriangle split Simple templated function for splitting a triangle with a internal point. It can be templated on a CenterPoint class that is used to generate the position of the internal point
||oCAnisotropicDistance
||\CGeodesicClass for computing approximate geodesic distances on a mesh
|\Nvertex
| oCCoordGeneric Component: Geometric Position of the vertex Templated on the coordinate class. In practice you use one of the two specialized class Coord3f and Coord3d You can access to the coordinate of a vertex by mean of the P(),cP() member functions
| oCCoord3fSpecialized Coord Component in floating point precision
| oCCoord3dSpecialized Coord Component in double point precision
| oCNormalGeneric Component: Normal of the vertex
| oCNormal3fSpecialized Normal component in floating point precision
| oCNormal3dSpecialized Normal component in double point precision
| oCMarkPer vertex Incremental Mark
| oCTexCoordGeneric Component: Per vertex Texture Coords
| oCTexCoord2fSpecialized Texture component in floating point precision
| oCTexCoord2dSpecialized Texture component in double precision
| oCBitFlagsComponent: Per vertex Flags
| oCColorComponent: Per vertex Color
| oCQualityComponent: Per vertex quality The Quality Component is a generic place for storing a float. The term 'quality' is a bit misleading and it is due to its original storic meaning. You should intend it as a general purpose container
| oCCurvatureComponent: Per vertex basic curvature This component keeps the mean an gaussian curvature for a vertex. Used by some of the algorithms of vcg::tri::UpdateCurvature to store the computed curvatures
| oCCurvatureDirComponent: Per vertex curvature directions This component keep the principal curvature directions. Used by some of the algorithms of vcg::tri::UpdateCurvature to store the computed curvatures
| oCRadiusComponent: Per vertex radius
| oCVEAdjComponent: Per vertex Vertex-Edge adjacency relation It stores a pointer to the first Edge of a list edges that is stored in a distributed way on the edges themselves
| \CVFAdjComponent: Per vertex Vertex-Face adjacency relation
oCCVertexOCompositing wanted proprieties
oCMyStraightMesh
oCStraightFace
\CStraightVertex